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*Pathfinder & Starfinder
Stealth - the low down UPDATED!
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<blockquote data-quote="bert1000" data-source="post: 4368189" data-attributes="member: 29013"><p>So let me see if I get this interpretation: you can make a stealth check if you already have cover or concealment (for instance at the end of a move action that ends in cover) to gain CA on a subsequent attack action, but you are never really 'hidden' (you never gain Total Concealment and enemies always know where you are and can target your square with the -2 cover/concealment penalty). The perception vs. stealth check is only used to determine whether you get CA or not (effectively stealth allows you to use misdirection during your attack from cover/concealment to gain CA period).</p><p> </p><p>Not bad.</p><p> </p><p>And then I would assume the only way you could truly hide using stealth (get the "target what you can't see" benefits) is if</p><p>1) you used stealth to hide in any cover/concealment pre-combat and enemies are not aware of you</p><p>2) during combat, you have Total Concealment/Superior Cover. Regular cover and concealment can then be used to stay hidden and you can move around in continuous cover/concealment. You can not exit cover/concealment and re-enter and remain hidden.</p><p> </p><p>Within this system, looking at the Rogue powers:</p><p>a. Fleeting Ghost -- good, you can move full speed into cover/concealment w/ no penalty to Stealth check and still make a standard attack with CA</p><p>b. Chameleon -- good, allows you to keep hidden even in LOS for 1 turn, but have to regain cover/concealment to keep hide</p><p>c. Shadow Stride -- good, move from cover to cover without breaking hide</p><p>d. Hide in Plain sight -- good, you can attack with hide, without breaking it (you are invisible in your square as long as you don't move)</p><p>c. Hide from the light -- good</p><p>d. Bluff check to hide -- good, once per combat, if you succeed on a std action bluff check, you can use a move action to move into regular cover/concealment and hide (makes sense)</p><p> </p><p>Also need to make Stealth as part of a move action, otherwise Fleeting Ghost is not useful (move, minor action stealth, attack).</p><p> </p><p>Not sure if this is RAW or RAI, but looks like some house rules for me for now. It makes it relatively easy to get combat advantage, but tough to "hide" and get the full invisible defensive perks (which are too much imo). It also makes all the utility powers quite useful.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4368189, member: 29013"] So let me see if I get this interpretation: you can make a stealth check if you already have cover or concealment (for instance at the end of a move action that ends in cover) to gain CA on a subsequent attack action, but you are never really 'hidden' (you never gain Total Concealment and enemies always know where you are and can target your square with the -2 cover/concealment penalty). The perception vs. stealth check is only used to determine whether you get CA or not (effectively stealth allows you to use misdirection during your attack from cover/concealment to gain CA period). Not bad. And then I would assume the only way you could truly hide using stealth (get the "target what you can't see" benefits) is if 1) you used stealth to hide in any cover/concealment pre-combat and enemies are not aware of you 2) during combat, you have Total Concealment/Superior Cover. Regular cover and concealment can then be used to stay hidden and you can move around in continuous cover/concealment. You can not exit cover/concealment and re-enter and remain hidden. Within this system, looking at the Rogue powers: a. Fleeting Ghost -- good, you can move full speed into cover/concealment w/ no penalty to Stealth check and still make a standard attack with CA b. Chameleon -- good, allows you to keep hidden even in LOS for 1 turn, but have to regain cover/concealment to keep hide c. Shadow Stride -- good, move from cover to cover without breaking hide d. Hide in Plain sight -- good, you can attack with hide, without breaking it (you are invisible in your square as long as you don't move) c. Hide from the light -- good d. Bluff check to hide -- good, once per combat, if you succeed on a std action bluff check, you can use a move action to move into regular cover/concealment and hide (makes sense) Also need to make Stealth as part of a move action, otherwise Fleeting Ghost is not useful (move, minor action stealth, attack). Not sure if this is RAW or RAI, but looks like some house rules for me for now. It makes it relatively easy to get combat advantage, but tough to "hide" and get the full invisible defensive perks (which are too much imo). It also makes all the utility powers quite useful. [/QUOTE]
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